Sprite

Category: Executor Tier: Basic

Purpose

Controls 2D sprite properties including frame animation, texture swapping, and sprite sheet manipulation.

Visual Reference

As added to your scene
Sprite brick as it appears in the GDLink editor

When To Use

  • Frame-by-frame animation control

  • Character state sprites (idle, walk, run frames)

  • UI element changes (button states)

  • Texture swapping (equipment changes, damage states)

  • Sprite sheet navigation

  • Dialogue portraits (expression changes)

Runtime Behavior

Executes: When activated, performs the specified sprite operation

Generated UI Mockup — showing expanded properties
Sprite
-
x
Name:
Label this brick...
Target Node:
v
Action:
Play Animation
Animation:
default
v
Frame:
0
v
Texture Path:
v
Alpha:
1.0
v
Duration (s):
1.0
v
Speed
1.0
v
From Frame
0
v
Transition
Linear
Ease
InOut
Flip H
Flip V
Loop
Autoplay
Verbose

Properties

Property

Type

Default

Notes

Target Node

string

Name or path of Sprite node to control (empty = self)

Action

option

Play Animation

Sprite operation to perform

Animation

string

default

[Play Animation] Animation name from SpriteFrames

Loop

bool

True

[Play Animation] Loop the animation

Autoplay

bool

True

[Play Animation] Start playing immediately

Speed

float

1.0

[Play Animation/Set Speed] Playback speed multiplier

From Frame

int

0

[Play Animation] Start from this frame index

Frame

int

0

[Set Frame] Target frame index

Texture Path

string

[Set Texture] Path to texture resource (e.g., res://path/to/texture.png)

Color

color

[1, 1, 1, 1]

[Set/Blend Color] Target modulate color

Alpha

float

1.0

[Set/Blend Alpha] Target alpha (0=transparent, 1=opaque)

Duration (s)

float

1.0

[Blend Color/Alpha] Tween duration in seconds

Transition

option

Linear

[Blend Color/Alpha] Tween transition curve

Ease

option

InOut

[Blend Color/Alpha] Tween easing mode

Flip H

bool

False

Flip sprite horizontally

Flip V

bool

False

Flip sprite vertically

Modulate

color

[1, 1, 1, 1]

Legacy tint (use Set Color / Blend Color)

Verbose

bool

False

Log color/blend operations for debugging

Example Use Cases

Manual Frame Animation:

Delay(10, repeat=true) -> AND -> Sprite(action=Next Frame)
// Advance one frame every 0.16 seconds (10 ticks)

Character Walking Cycle:

Sample inspector layout removed for compatibility.

Set Specific Frame:

Property(state, Equal, idle) -> AND -> Sprite(action=Set Frame, frame=0)
Property(state, Equal, walk) -> AND -> Sprite(action=Set Frame, frame=1)
Property(state, Equal, run) -> AND -> Sprite(action=Set Frame, frame=2)
// Set different frames for different states

Weapon Swap (Texture Change):

Keyboard(1) -> AND -> Sprite(action=Set Texture, texture_path="res://weapons/sword.png")
Keyboard(2) -> AND -> Sprite(action=Set Texture, texture_path="res://weapons/bow.png")
// Swap between weapon sprites

Damage State:

Property(HP, Less, 30) -> AND -> Sprite(action=Set Texture, texture_path="res://player_damaged.png")
// Change to damaged sprite when low HP